learner modeling
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2021 ◽  
Vol 10 (6) ◽  
pp. 3313-3324
Author(s):  
Alva Hendi Muhammad ◽  
Dhani Ariatmanto

Dynamic learning environment has emerged as a powerful platform in a modern e-learning system. The learning situation that constantly changing has forced the learning platform to adapt and personalize its learning resources for students. Evidence suggested that adaptation and personalization of e-learning systems (APLS) can be achieved by utilizing learner modeling, domain modeling, and instructional modeling. In the literature of APLS, questions have been raised about the role of individual characteristics that are relevant for adaptation. With several options, a new problem has been raised where the attributes of students in APLS often overlap and are not related between studies. Therefore, this study proposed a list of learner model attributes in dynamic learning to support adaptation and personalization. The study was conducted by exploring concepts from the literature selected based on the best criteria. Then, we described the results of important concepts in student modeling and provided definitions and examples of data values that researchers have used. Besides, we also discussed the implementation of the selected learner model in providing adaptation in dynamic learning.


2021 ◽  
Vol 11 (2) ◽  
pp. 38-60
Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Over the last years there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing student motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner modeling is a prerequisite when it comes to adaptive learning; it is used to represent student's knowledge, needs, and characteristics. This paper presents a modeling technique based on fuzzy logic that uses gameplay data and expert rules to predict learners preferred learning and playing styles. To test the fuzzy rule-based systems, the educational game Woodland was designed bearing in mind the VARK learning styles and the Bartle playing styles. High school students played the educational game Woodland and the results of the FRBSs were compared with the result of the questionnaires. A great correlation was found between the FRBSs results and the questionnaire results.


2021 ◽  
Vol 69 (3) ◽  
pp. 3981-4001
Author(s):  
Saurabh Pal ◽  
Pijush Kanti Dutta Pramanik ◽  
Musleh Alsulami ◽  
Anand Nayyar ◽  
Mohammad Zarour ◽  
...  

Author(s):  
Philip Irvin Pavlik ◽  
Luke G. Eglington ◽  
Leigh M. Harrell-Williams

Author(s):  
Sibel Somyürek ◽  
Peter Brusilovsky ◽  
Ayça Çebi ◽  
Kamil Akhüseyinoğlu ◽  
Tolga Güyer

PurposeInterest is currently growing in open social learner modeling (OSLM), which means making peer models and a learner's own model visible to encourage users in e-learning. The purpose of this study is to examine students' views about the OSLM in an e-learning system.Design/methodology/approachThis case study was conducted with 40 undergraduate students enrolled in advanced programming and database management system courses. A Likert-type questionnaire and open-ended questions were used to obtain the students' views. System usage data were also analyzed to ensure the richness and diversity of the overall data set.FindingsThe quantitative data of the students' views were analyzed with descriptive statistics; the results are presented as graphics. The qualitative data of the students' views were examined by content analysis to derive themes. These themes are organized into four subtopics: the students' positive views, their negative views, their improvement suggestions and their preferences about using similar OSLM visualizations in other e-learning systems. The students' subjective views are discussed in the context of their recorded interactions with the system.Research limitations/implicationsCompetition due to seeing peer models was considered by participants both as positive and negative features of the learning system. So, this study revealed that, the ways to combine peer learner models to e-learning systems that promote positive competition without resulting social pressure, still need to be explored.Practical implicationsBy combining open learner models with open peer models, OSLM enhances the learning process in three different ways: it supports self-regulation, encourages competition and empowers self-evaluation. To take advantage of these positive contributions, practitioners should consider enhancing e-learning systems with both own learner and peer model features.Originality/valueDespite increasing interest in OSLM studies, several limitations and problems must be addressed such as sparsity of data and lack of study of different contexts and cultures. To date, no published study in this area exists in Turkey. The purpose of this study is to fill this gap by examining OSLM features in an e-learning system from the perspectives of Turkish students by using both their system interaction data and their subjective views.


2020 ◽  
Vol 25 (6) ◽  
pp. 5581-5599
Author(s):  
Sameh Ghallabi ◽  
Fathi Essalmi ◽  
Mohamed Jemni ◽  
Kinshuk

2020 ◽  
Vol 34 (09) ◽  
pp. 13420-13427
Author(s):  
Ange Tato ◽  
Roger Nkambou ◽  
Aude Dufresne

We present a serious game designed to help players/learners develop socio-moral reasoning (SMR) maturity. It is based on an existing computerized task that was converted into a game to improve the motivation of learners. The learner model is computed using a hybrid deep learning architecture, and adaptation rules are provided by both human experts and machine learning techniques. We conducted some experiments with two versions of the game (the initial version and the adaptive version with AI-Based learner modeling). The results show that the adaptive version provides significant better results in terms of learning gain.


2020 ◽  
Vol 13 (1) ◽  
pp. 172-185 ◽  
Author(s):  
Gautam Biswas ◽  
Ramkumar Rajendran ◽  
Naveeduddin Mohammed ◽  
Benjamin S. Goldberg ◽  
Robert A. Sottilare ◽  
...  

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